Nop90 Posted March 11, 2019 Author Share Posted March 11, 2019 In the second version only added a close file call if the open file used to check for the second stage menu goes fine. I'll give up for the moment with the "back to menu" function ad add to my two games only the timeout check that seems to work. 1 Quote Link to comment Share on other sites More sharing options...
Igor Posted March 11, 2019 Share Posted March 11, 2019 If I get some time I'll have a look at it in more detail Quote Link to comment Share on other sites More sharing options...
sage Posted March 11, 2019 Share Posted March 11, 2019 (edited) . Edited March 11, 2019 by sage Quote Link to comment Share on other sites More sharing options...
drludos Posted July 5, 2019 Share Posted July 5, 2019 On 2/16/2019 at 9:14 AM, Nop90 said: Update: analyzed the retroarch lynx core and it dumps the eeprom content on file only when the game is restarted or closed, but I think there is a bug in the closing code because there the eeprom is also cleared (probably to clear the state of the emulator), but this seems to happen before saving the eeprom content to file (so the saved content result always in a bunch of 0). Since on starting/restarting a rom the emulator loads the eeprom file on memory, the cleaning part should be moved before the load eproom call to fix the problem. Knowing this I tricked the emulator. Made a correct file save of the eeprom resetting the rom, changed the file name and closed the emulator. Than restored the filename and restarted the emulator and the gam: this way everything worked fine. Now I know my code works as expected. Thanks a lot for this trick! I too was able to confirm that EEPROM save/write now works on my game using RetroArch and your "file hotswap", so thanks a lot for discovering it and taking the time to share it publicly! Quote Link to comment Share on other sites More sharing options...
Nop90 Posted July 5, 2019 Author Share Posted July 5, 2019 Eeprom emulation should have been fixed some weeks ago. Didn't test it, but the code seems ok. Quote Link to comment Share on other sites More sharing options...
drludos Posted July 6, 2019 Share Posted July 6, 2019 Well, it isn't fixed in the RetroArch 1.7.7 release (the one I used), but I guess it'll be fixed in the next one then. Thanks also A LOT for the EEPROM code in the cart template, it works wonderful and saved me a lot of trouble! Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted December 28, 2019 Share Posted December 28, 2019 This is looking good so far. By the way, if you need extra pixel artists, I know quite a few. 1 Quote Link to comment Share on other sites More sharing options...
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